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Environment Probe

Environment Probe

Use the Environment Probe component to achieve the right visual quality for a space. Environment probes help to determine proper reflections, ambient diffuse values, particle diffuse values, and shadow colors.

For information about how to blend environment probes to create a smooth transition, for example, from day to night, see Blending Environment Probes.

The Environment Probe component has the following settings:

Visible
Shows the light.

On initially
Specify if the light is on when created.

General Settings

See the following general settings:

Color
The color of the light.

Diffuse multiplier
Sets the strength of the diffuse color.

Specular multiplier
Sets the strength of the specular brightness.

Environment Probe Settings

See the following environment probe settings:

Area dimensions
The width, height, and depth in meters of the environment probe’s effective area.

Sort priority
Priority number for probe rendering. Lower priority numbers (for example, 0 or 1) are rendered on top of the higher priority numbers (for example, 100).

Resolution
Cubemap resolution in pixels that is generated by this probe.

Box projected
Enables box projection. Does not require regeneration of the cubemap.

Box height
Height of the box projection.

Box length
Length of the box projection.

Box width
Width of the box projection.

Attenuation falloff
The value that the light begins to falloff. For example, a value or 1.0 means the light starts to fall off at 1.0 meter.

Options

See the following options:

View distance multiplier
Adjusts the maximum view distance. For example, 1.0 uses the default and 1.1 is 10% farther than the default.

Minimum spec
Minimum specification value at which the light is enabled.

Voxel GI mode
Mode for light interaction with voxel global illumination (GI).

Use VisArea
Light is affected by visible areas.

Indoor only
Light is only rendered indoors.

Affects this area only
Light affects only the immediate area.

Volumetric fog only
Light affects only volumetric fog.

Volumetric fog
Light affects volumetric fog and surrounding area.

Animation

See the following animation settings:

Style
Enter a number to specify a preset light animation curve to play as defined in the Light.cfx file. Valid values are 0 to 48. You can also use values 40 to 48 for testing and debugging.

Speed
Multiple of the base animation rate. For example, a value of 2.0 makes an animation play twice as fast.

Phase
Animation start offset from 0 to 1. A value of 0.1 is 10% into the animation. For example, you can use this setting to prevent lights in the same scene, with the same animation, from being animated in unison.

Cubemap Generation

See the following cubemap generation settings:

Cubemap
Click Generate to generate or regenerate a cubemap for this probe. The button is enabled only when Use customized cubemap is deselected.
Click Reset to reset a cubemap for this probe.

View cubemap
Displays a preview of the cubemap in the viewport. You can only select this option when a cubemap exists.

Use customized cubemap
If selected, you can specify a custom cubemap for Cubemap asset. If deselected, a cubemap is generated.

**Cubemap asset **
File path for the cubemap asset.

Additional Resources

For more information about the Environment Probe component, see the following:

EBus Request Bus Interface

Use the following request functions with the EBus interface to communicate with other components of your game.

For more information about using the event bus (EBus) interface, see Working with the Event Bus (EBus) system.

All light components share common EBus functions. For more information, see Light Components EBus Request Bus Interface.